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Question by adbourdages · Dec 10, 2012 at 06:11 PM · texturememoryprofiler

Why does my 4Meg texture cause an increase of 8Meg in texture memory?

There's is a lot of info, so let me describe the problem succinctly:

  • It is on Android, on device.

  • The game is in state A, and take 28Meg of texture memory (reported by the profiler, graphics tab: Textures: 20 / 28.2M)

  • I add a scene by LoadLevelAdditiveAsync.

  • That scene uses a single texture (as per the stat screen in the editor when running that scene standalone)

  • The new scene texture is RGBA 16bit, 1024x2048, so 4 MB in size

  • Once the scene is added, the profiler reports Textures: 22 / 36M.

Why is there an increase of 8M in texture memory? Let me provide some more background info:

  • All the textures are NOT read/write enabled

  • There's not even 20 textures in the game, so where does the 20, 22 come from in Textures? I don't know.

  • The new scene I add is using NGUI, if that is relevant

  • This happens on various android devices, not just a single one. (Galaxy Tab 10.1, HTC Desire)

  • It is a 2D game built with NGUI / EZSpriteManager

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